Method of Providing Gaming Addiction Control Solutions in a Gaming Establishment

ABSTRACT

Embodiments of the present invention provide systems and methods for performing monitoring of gaming behaviour and applying remedies when the gaming behaviour is evaluated as being outside acceptable settings. A system is described wherein gaming machines are networked with a server housing databases and programs adapted to store player identifications, to store transactions, to determine when behaviour is outside acceptable settings and to signal a system component used by the identified player to apply a remedy. Also described are methods applied by the server and gaming system components are described in order to perform gaming behaviour monitoring and apply remedies when appropriate. Finally, there is described means and programs for players to provide acceptable gaming settings and remedies to be applied.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority under 35USC§119(e) of U.S. provisionalpatent application 60/929,045, filed Jun. 8, 2007, the specification ofwhich is hereby incorporated by reference.

TECHNICAL FIELD

The invention relates to methods and systems for monitoring gamingbehaviour and for performing gaming remedies when said gaming behaviourgets outside acceptable limits, configurations and settings.

BACKGROUND OF THE INVENTION

The play of casino-style games has become a very popular form ofentertainment. An increased number of people are playing on gamingmachines, or practice other gaming activities over the world. They arespending different amounts according to their budget and other factors.In some case, which at the beginning was entertainment became a gamingproblem.

It is believed that many people lack self-control over their gamingbehaviour. To curtain problem or compulsive gaming, many casinooperators are offering players to place themselves on “self-exclusion”lists; lists of players who voluntarily wish to be “banned” from casinopremises. However, an ongoing need exists for additional, and moreefficient, tools that enable these players and other players, presentingor not what can be perceived as problematic gaming behaviour, to controlthey gaming behaviour.

Methods to monitor gaming behaviour and to provide remedies in case ofdeficient gaming behaviour are therefore needed. Systems implementingsuch methods are also needed.

SUMMARY OF THE INVENTION

According to an aspect of the embodiments there is provided herein asolution to identify problematic gaming behaviour and to provideremedies to problematic gaming actions.

Within the present document, embodiments fulfilling this aspect areprovided in relation with different gambling environments.

According to an embodiment of the invention, there is provided abehaviour monitoring network system at least comprising a plurality ofsystem components, comprising: a server comprising: storing means forstoring a plurality of databases and data, comprising: playeridentification database used for storing data used in identifying aplurality of players; transaction database used for storing dataregarding monetary transactions performed by said plurality of players;behaviour settings used for evaluating of gaming behaviours; and remedydata used for determining a remedy; controlling means for controllingserver processes performed on said server, said server processescomprising: player identifying program for identifying players using oneof said system component according to said player identificationdatabase; transaction monitoring program for monitoring monetarytransactions performed by said players on said system component andstoring transaction information in said transaction database; behaviourevaluation program for evaluating gaming behaviour of said identifiedplayers against behaviour settings based on monitored transactionsstored in said transaction database; and remedy determination programfor determining and communicating a remedy to apply from said remedydata when said behaviour evaluation program evaluates that gamingbehaviour of said identified player is outside acceptable behavioursettings; identifying means communicatively linked to said server, saididentifying means being for identifying one of said players using atleast one of said system components and for communicating player andsystem-component identification data to said server; accepting meanscommunicatively linked to said server for accepting monetary values fromsaid identified player and transferring said monetary value from outsidesaid accepting means into a format usable to place wagers in a wageringgame, and for communicating transaction data regarding said monetaryvalue transfer to said server; two or more gaming machinescommunicatively linked to said server, each of said gaming machinescomprising: controlling means for controlling gaming-machine processesperformed on said gaming machine, said gaming-machine processes at leastcomprising: gaming program for providing to said player, in exchange ofa wager, a play of a wagering game and either or not a prize based on anoutcome resulting from said play of said wagering game; one of moreadditional gaming peripherals involved in said process of providing saidgaming program, wherein a remedy application program controlled by acontrolling means of one of said system components controls a remedyapplication process performed by a remedy peripheral on said systemcomponent when said system component receives a remedy signal from saidserver, said remedy being communicated to said identified player throughsaid remedy peripheral.

According to an embodiment of the invention, there is provided abehaviour monitoring system comprising at least a plurality of systemcomponents, comprising: two or more gaming machines communicativelylinked to said server, each of said gaming machines comprising:controlling means for controlling gaming-machine processes performed onsaid gaming machine, said gaming-machine processes at least comprising:gaming program for providing to said player, in exchange of a wager, aplay of a wagering game and either or not a prize based on an outcomeresulting from said play of said wagering game; one of more additionalgaming peripherals involved in said process of providing said gamingprogram, and—a transaction module comprising: identifying means foridentifying one of said players when using at least one of said systemcomponents, said identifying means being adapted for retrieving playeridentification and behaviour-related data from one updatable player-datastoring means when said player-data storing means is read by saididentifying means and for updating behaviour-related data on saidplayer-data storing means; accepting means for accepting monetary valuesfrom said identified player and transferring said monetary value fromoutside said accepting means into a format allowing to place wagers in awagering game, controlling means for controlling processes comprising:transaction monitoring program for monitoring transactions consisting insaid monetary value transfer and for updating said behaviour-relateddata on said player-data storing means; behaviour evaluation program forevaluating gaming behaviour data of said identified player againstbehaviour settings based on monitored transactions and retrievedtransaction data against behaviour settings retrieved from saidplayer-data storing means; and remedy determination program fordetermining and communicating a remedy to apply according to remedy dataretrieved from said player-controlled device when said behaviourevaluation program evaluates that gaming behaviour of said identifiedplayer is outside acceptable behaviour settings; and remedy applicationprogram for applying a remedy process performed by a remedy peripheralon a system component through which said identified player iscommunicated said remedy.

According to an embodiment of the invention, there is provided a methodfor performing gaming behaviour monitoring of one or more players andfor applying remedies on a network of system components at leastcomprising a server and two or more player-operable system componentsincluding two or more gaming machines, the method comprising the stepsof: identifying one said players using one of said player-operablesystem components; identifying monetary transactions performed by saididentified player on said player-operable system component, each of saidmonetary transactions consisting in transferring monetary value fromoutside said player-operable system components into said player-operablesystem components, wherein said transferred monetary value is in aformat allowable to be used to place a wager in a wagering game to beplayed on one of said gaming machines; and communicating playeridentification data and transaction data to a server; receiving remedydata from said server when a gaming behaviour out of acceptablebehaviour settings is identified by said server; and applying a remedythrough at least one of peripherals available on said player-operablesystem components used by said identified player.

According to an embodiment of the invention, there is provided a methodfor performing gaming behaviour monitoring of one of more players andfor applying remedies on a network comprising a server and two or moreplayer-operable system components comprising at least two or more gamingmachines, the method comprising the steps of: receiving playeridentifications of players using one of said player-operable systemcomponents; receiving monetary transaction data from saidplayer-operable system components used by said player, said monetarytransaction data referring to monetary transactions performed by one ormore of said identified players on said one or more player-operablesystem components, said monetary transactions being a transfer ofmonetary value from outside said gaming machines a format allowable tobe used to place a wager in a wagering game to be played on one of saidat least two gaming machines; evaluating transaction data associatedwith each of said identified players against acceptable gaming behavioursettings, thereby establishing if unacceptable gaming behaviour isperformed by said identified player; when unacceptable gaming behaviouris established in association with one identified player, determining aremedy to communicate to said identified player; and communicating saidremedy to said player-operable system component used by said identifiedplayer for said remedy to be communicated to said identified player onsaid player-operable system component.

BRIEF DESCRIPTION OF THE DRAWINGS

Further features and advantages of the present invention will becomeapparent from the following detailed description, taken in combinationwith the appended drawings, in which:

FIG. 1 is a schematic diagram that illustrates a perspective view ofgaming machine suitable for an embodiment of the invention;

FIG. 2 is a block diagram that schematically illustrates the componentsof the gaming machine of FIG. 1;

FIG. 3 is a flow chart that illustrates the steps performed in a typicalgame process according to an embodiment, said steps being performed onthe gaming machine of FIG. 1 and FIG. 2;

FIG. 4 is a schematic illustration of a gaming network according to anembodiment, wherein components of the server are schematically providedthrough a block diagram;

FIG. 5 is a schematic illustration of the gaming network of anembodiment of the invention, with a variant gaming machine and a playerbehaviour server schematically illustrated through block diagrams;

FIG. 6 is a sequence diagram that illustrates the process of cardrecognition according to embodiment similar to the one of FIG. 5;

FIG. 7 is a sequence diagram that illustrates the monetary valueacceptation process;

FIG. 8 is a sequence diagram that illustrates the processes performedbeginning with a cash-out command;

FIG. 9 is a sequence diagram that illustrates the processes involved inassociating behaviour settings with a player;

FIG. 10 is a sequence diagram that illustratesproblematic-gaming-behaviour identification process and remedy process;and

FIG. 11 is a block diagram that schematically illustrates the differentcomponents of another embodiment in relation with a multi-player game;

FIG. 12 is a block diagram describing a method for performing gamingbehaviour monitoring of one or more players and for applying remedies ona network of system components according to an embodiment of theinvention; and

FIG. 13 is a block diagram describing a method for performing gamingbehaviour monitoring of one or more players and for applying remedies ona network of system components according to another embodiment of theinvention.

It will be noted that throughout the appended drawings, like featuresare identified by like reference numerals.

Lexicography

In this specification, the terms “gambling”, “gambling activities”,“gaming activities”, “wagering”, etc. are meant to refer to any processthrough which a player places a wager, and according to an outcomegeneration and evaluation process, a prize value is established andawarded to a player.

The terms “player” and “patron” mean a person engaged or potentiallyengaged in a gambling activity.

The terms “gaming machine”, “gaming terminal”, “gaming device, “gamingtable”, “player station” etc. are meant to refer to any device adaptedto perform gambling services, such that a player may be engaged in agambling activity through that device.

The term “game” in relation with gambling activities refers to thepresentation of the gambling activity to a player. The games may beinstant game that may be resolved instantly, multi-player games whereinmore than one player are involved in the game, and wherein the actionsof a player may influence the outcome of another player, or any othergame fulfilling the above gambling definition.

The terms “monetary value” mean any value exchangeable for goods andservices.

The terms “medium” and “media”, in relation with monetary value, aremeant to encompass any physical or electronic support for monetaryvalues.

Problematic Gambling Behaviour Principles

Gaming machines feature games having a payout of usually betweeneighty-eight (88) and ninety-four (4) percent. That payout is comprisesa combination of different prize values each associated with their ownoutcome and probabilities. However, this payout is calculated over aninfinite number of plays, and therefore does not reflect what reallyhappens within a play session.

Over a relatively small number of plays, players experience losses andwins of small or medium values and sometimes of substantial values.However, most of the plays result in losses and small wins that often donot cover the total wager placed to play the game. Consequently, thecredit values associated to a player in a gaming machine is constantlyvarying. The variations in the credit values are not believed to be thebest indicator of a problematic gaming behaviour. Rather, a highfrequency of transfers of money in and out of gaming machines isbelieved to be a better indicator. Each time a player inserts newmonetary values in a gaming machine, may be a sign that a losing playeris ready to increase his losses. Also, short periods between cash-outand cash-in commands (and vice-versa) may reveal compulsive gamingbehaviour. Other behaviours involving monetary value movements may alsobe analysable signs.

Accordingly, embodiments of the invention provide methods and systemsfeaturing functionalities for monitoring monetary value transfers, foran identified player, and discriminating these transfers from normalcredit values variations. These embodiments feature functionalities formonitoring signs of problematic gaming behaviour, analyse these signs,and to provide remedies when such problematic gaming behaviour isdetected.

EMBODIMENTS OF THE INVENTION Gaming Machine Embodiments

An embodiment of the present invention can be carried out on a gamingmachine. An example of such a gaming machine is illustrated on FIG. 1and FIG. 2. Gaming machine 10 comprises:

(a) Controlling means 21, such a computer, computer codes, or a hardwarecontroller. It as to be understood that controlling means 21 encompassesgeneral-purpose computers, and computing hardware and software embodiedas much in a general-use device as in a specific-use device when saiddevice as an only purpose of performing gaming functions or in used inrelation with a gaming activity as defined in the above Lexicography.Therefore, it must be understood that controlling means 21 may becomposed of any one or a combination of a generic or specializedelectronic circuit board (e.g. a personal-computer type board), one ormore processors, memory media (such as RAM, ROM, EPROM, EEPROM,hard-drives, and removable data storable media such as flash memory andCD-ROMs), and communication interfaces. Controlling means 21 maycomprise specific circuitry and/or program codes adapted to performnon-gaming functions. For example, these functions may include securityevaluation functions, event evaluation functions, communication withother components of the gaming machine 10, communication with othercomponents outside the gaming machine 10, processing of signals andinformation, and storage of information.

(b) Displaying means 22, such as a video screen, a LCD screen,mechanical reels, one or more illumination devices, etc. Therefore,displaying means 22 is meant to encompass any component that as theobject of providing information to the players who use the gamingmachine 10.

(c) Accepting means 23, such as a card reader or a coin and/or billacceptor. Accepting means 23 is meant to encompass any device adapted toreceive monetary values from a player for said monetary value to becredited to the player in the gaming machine 10. Once credited to theplayer, the monetary values are used to wager in the game, or in otherwords to play said game.

(d) Inputting means 24, comprising mechanical controls such as buttonsand levers, and electronic controls such as touch screen andvocal-command recognition controls. Inputting means 24 is meant toencompass any available means to receive commands from a player. Exampleof commands includes the fixing of a wager level to play a game, playinitiation commands, and key commands through an alpha-numeric physicalor virtual keyboard.

(e) Crediting means 25 comprising a ticket printer, a card reader, ahopper, and/or any other components and program codes responsible forthe transfer of monetary values from the storing means (credit registersnot specifically shown) of the gaming machine 10 to an external mediasuch as a voucher or a player-account server database. Therefore,crediting means 25 is responsible of the transfer of monetary valuesowned by the player from the gaming machine 10 to another media for themonetary values to be used by the player for another purpose thanwagering said monetary value through the play of a game on said gamingmachine 10.

(f) Storing means 26 comprising RAM, ROM, EPROM, EEPROM, hard drives andremovable memory media such as flash memory and CD-ROMs. Thus, storingmeans 26 encompass any media suitable to store information, sound,images, program codes, and signals.

(g) Identifying means 27, sometimes present on gaming machines,comprising all devices and codes participating in the process ofperforming player identification on or in relation with the gamingmachine 10. Example of identifying means 27 comprises, alone or incombination, smart cards, smart card readers, vouchers, voucher readers,RFID reading devices, etc.

As illustrated on FIG. 2, typical embodiment of the gaming machine 10comprises a gaming logic 29 assembling in a single combination themicro-processor, the I/O circuitry, and part of the storing meansincluding the RAM, gaming program codes, and some registers. Forsimplicity purpose, throughout the present specification, “logic” refersto such a combination of elements in relation with the identifiedfunctions.

Referring to FIG. 3, gaming machine 10 is adapted to provide gamingactivities. The essential part of these activities is to play a wageringgame. That process is therefore described through the present flowchart.

At step 30, the gaming machine 10 receives monetary values from a playereither in a physical format (banknotes, coins) or in an electronicformat (player account accessible on or through a smart card). In caseof an electronic-format value, said step 30 comprises the transfer ofthe monetary value from its original media onto credit registers (notshown) of the gaming logic 29. In case of a physical-format value, saidstep 30 comprises the storing of said value onto credit registers inexchange of the control of said physical-format monetary value.Practically, the gaming machine 10, for example, reads a manually fedbanknote, evaluates the validity of said banknote, and transfers thebanknote in a secure cash box (not shown) inside the gaming machine 10when crediting the monetary value of the banknote in the creditregisters.

At step 31, the gaming machine 10 receives game commands from theplayer. Said commands comprise fixing the level of wager used to playthe game. Another one consists in initiating the play. Following thesetwo commands, the credit registers defined in relation with step 30 ismodified to reflect the amount engaged in the play of the game.

At step 32, the gaming machine 10 randomly generates a game outcome.Depending on embodiments, said step 32 may be absent from the stepsperformed by the gaming machine 10. Said step 32 may be replaced by thereception of a signal from an outcome generation device such as a gameserver (not shown on FIGS. 1 and 2). If the gaming machine 10 is adaptedto perform step 32, a random or pseudo-random generation process takesplace through which usually indicia are generated or a drawing isperformed among a number of available outcomes therefore determining theoutcome to be provided.

At step 33, the gaming machine 10 displays said game outcome. Said step33 may comprises, depending on embodiments, the decoding of a receivedoutcome signal into a treatable outcome and the association of indiciawith this outcome. It may comprise to establish symbols to form avisually significant outcome, and to provide said visually significantoutcome to the player though the use of said displaying means 22.

At step 34, the gaming machine 10 evaluates said game outcome accordingto game rules, meaning translates the game outcome into a prize value.Such a translation process may include the comparison of the outcomevalue or values to the wager level set hereinabove, the comparison ofgame indicia against a pay schedule according to spatial relationshipbetween the indicia. An example of such outcome comprises line gamesfeaturing multiple pay lines. According to each one of the pay lines,different indicia are evaluated.

Finally, at step 35, the gaming machine 10 awards a prize to the playerfor a winning game outcome. Said step 35 is embodied in a modificationof the credit registers and continuously displayed to the player.Thereby, a player sees the value maintained by the credit registersdecreasing and increasing along the insertion of monetary values (atstep 30), the placement of wagers to play the game (at step 31) and thewinning of prizes at the end of plays of the game (at step 35).

Even though FIG. 3 illustrates steps in a non-conditional format, oneskilled in the art would understand that steps not illustrated on FIG. 3also comprises conditional steps and evaluation steps. For example,playing on the gaming machine involves the validation of themanually-fed or electronically-transferred monetary values beforecrediting said monetary values in gaming machine 10. It also comprises,in relation with each commands provided by the player in relation withsetting a wager level and initiating play of the game, evaluating thevalues available in the credit registers to determine if thesegaming-machine credited values allows the play of the game or thesetting of this wager level. In case the credited values does not permitthe play to be performed, to prevent the acceptation of the commandand/or initiate a specific function informing the player of thatsituation. It also comprises to monitor at all time if the player inputsa cash-out command, and to transfer, following the reception of the cashout command and the end of the current play, the values credited ingaming machine 10 onto a different media through said crediting means25. It has to be noted that these steps reflects supporting functionsessential to the play of a wagering game on the gaming machine 10.

FIG. 4 illustrates an environment in casinos and other gamingfacilities; it consists in the gaming machines 10 networked with aserver 41 through communication means 42. Communication means 42 may beembodied in many forms according to physical and security constraints.For example, a wireless network may be yield with one or more wirelessaccess points (not shown), a physical cable-based network may also beinstalled in order to provide such a network, with one or more routers(not shown) and controllers (not shown). The communication protocol usedto exchange information between the network components may be a TCP/IPbased protocol, a SAS protocol, etc. Since these technologies are wellknown to a person skilled in the art, and the different variants toprovide a communication network wherein communication and security areprovided at a suitable level, the present specification will not reciteall variants but will states that any variant currently available or tobe developed in the future that would be suitable to provide such anetwork environment are intended to be encompassed within the presentdefinition.

Server 41 typically consists in a general-use server comprisingcontrolling means 44, storing means 45, displaying means 46 andinputting means 47. Storing means 45 typically comprises RAM, memorymedia suitable to store program codes and databases, and removablememory media. Server 41 is adapted to store different monitoredinformation and different services to be provided to gaming machines.Examples of such services may include Local Area Progressive Management,Wide Area Progressive management, program downloading services, etc.These services are well known from persons skilled in the art and aretherefore not an object of discussion in the present document.

Embodiments of the present invention provide to monitor transactionsbetween a player and a gaming establishment or gaming machines,transactions in which a monetary value is transferred into a wagerablevalue. The monetary value that is exchanged may be actual currency (suchas banknotes, coins, or even gift certificates) that may be received bythe gaming establishment through gaming machine bill or coin acceptors,transaction devices or wireless transaction devices where players maypurchase player cards or chips, at game tables or by opening a playeraccount at a player club counter. This transaction results in the playerobtaining wagerable values such as credits held on a player card, orchips.

In one embodiment of the invention, illustrated on FIG. 5, a networkcomprises one or more modified gaming machines 51 in communication withthe server 41 through a gaming network. Said modified gaming machine 51,illustrated as a block diagram, additionally comprises a BehaviourMonitoring Interface 52 disposed between the gaming logic 29 and themonetary related devices (accepting means 23 and crediting means 25).Behaviour Monitoring Interface 52 comprises controlling means 53,storing means 54, combined in a Behaviour-Monitoring-Interface logic(a.k.a. BMI logic) 59. The BMI logic 59 is in communication withidentifying means 27 (a card reader) either specific to the BehaviourMonitoring Interface 52 or shared with the gaming logic 29. Finally,Behaviour Monitoring Interface 52 is networked with a BehaviourMonitoring Server 55, illustrated as a block diagram, over a BehaviourMonitoring network distinct from the gaming network. It has to be notedthat even though the gaming and behaviour networks are distinct in thepresent embodiment, one skill in the art could use a common network inrelation with both services, the services related to gaming and the onesrelated to behaviour monitoring being insured by the same server or acombination of distinct servers.

In the present embodiment of the invention, the Behaviour MonitoringInterface 52 is further either in communication with identifying means27 common with the controlling means 21 (as illustrated) or onespecifically dedicated for operations in relation with behaviourmonitoring Interface 52 (not shown). The BMI logic 29 is illustratedinterrupting the communication path between the gaming logic 29 and theaccepting means 25 and crediting means 27 because the BMI logic 59 isadapted to process, relay and interrupt communication signals betweenthe gaming logic 29 and the peripherals 23 and 25. The BehaviourMonitoring Interface 52 also comprises a set of displaying means 57 andinputting means 58 specifically dedicated to the Behaviour MonitoringInterface 52. The object of these means 57 and 58 is to provideinformation to and receive commands from players specifically inrelation with the behaviour monitoring services.

Aside that, the Player Behaviour Server 55 comprises similar componentas the gaming server 41 (which are not shown). Storing means of thePlayer Behaviour Server 55 comprises databases with purposes that arespecific to the present invention. These databases comprise a playerdatabase, a behaviour database, a setting database and a remedydatabase. The player Behaviour Server 55 further insures servicescomprising player identification services, monetary transfer trackingservices, and remedy application services. In other embodiments (notshown), the player behaviour server 55 may feature also cashlesstransaction capabilities embodied in player account databases,transaction databases, account identification services, accountvalidation services, transaction services, etc. These functionalitiesare complementary to the present invention and well known to personsskilled in the art. They are therefore not described in details.

In relation with the present embodiment, the Behaviour MonitoringInterface is adapted to identify players through the reading of a cardinserted by the player in the card reader, to exchange informationregarding player identification and player behaviour with the behaviourmonitoring server 55, to perform services related to behaviourmonitoring, and perform these functions through i) communication withthe behaviour monitoring server 55. The BMI logic 59 further comprisesprograms adapted to perform processes resulting in communication signalsbeing transmitted to peripherals and the gaming logic 29.

According to another embodiment of the present invention, the card usedto identify the player may also store all the information necessary torealize the present invention. Accordingly, all the informationnecessary to identify the player and to monitor their behaviour (such asall the necessary transaction information, remedy information, andsetting information) is stored in the player's card. Also, the BehaviourMonitoring Server functions may be accomplished by controlling means andprograms housed in a module inserted in the machine or the game tablesuch that a stand-alone machine or table may apply the present inventionwithout having to be linked to a central server. Consequently, thepresent embodiment may be applied in a gaming establishment having onlya few machines without requiring the purchase of a central server.

To illustrate an embodiment of the invention, a series of steps areillustrates on the sequence diagrams of FIG. 6 and followings. Inrelation with said diagrams, the gaming machine 51 is adapted with abill acceptor embodying an accepting means 23, and a card reader,embodying an identifying means 27. The Behaviour Monitoring Interface 52is further embodied as separated embedded device within the gamingmachine 51. It comprises, as illustrated on FIG. 5, specific displayingmeans 57 and inputting means 58. There are disposed on said device as a5-inches wide LCD screen, and an associated keypad.

Referring to FIG. 6, a player begins a play session on a gaming machine.In other words, this is the first process taking place when a playerpresents himself/herself on a gaming machine, including theidentification of the player.

The first action performed by the player is inserting his/her playeridentification card in the card reader of the gaming machine 51 (at step101). The card reader reads the card (at step 102), and communicates thecard data to the BMI logic 59 (at step 103). The BMI logic 59 verifiesthe nature of the signal received from the card reader 27 (at step 104);namely the validity of the signal, the information contained in thesignal, etc. The BMI logic 59 initiates a player identification process(at step 105) comprising displaying on the Interface displaying means 57a message (a specific Graphic User Interface on the LCD screen)informing the player that his/her card has been read and the systemcurrently searches identification of the player. The BMI logic 59transmits a player identification request signal to the behaviourmonitoring server 55 on the behaviour monitoring network (at step 106).The behaviour monitoring server 55 processes the requests (at step 107)and communicates the player identification and any other useful playerinformation (e.g. identification of player's personal settings,identification related to behaviour monitoring processes, etc.) to theBMI logic 59 (at step 108). The BMI logic 59 therefore, based on thereceived signal from the behaviour monitoring server 55, updates theplayer identification information in its registers maintained in the BMIlogic 59 (at step 109), and welcomes the player to play on the gamingmachine on the LCD screen.

Referring to FIGS. 7A and 7B, a monetary value insertion process isdescribed, wherein physical monetary values are used to increase creditregisters and consequently to place wagers to play in the gaming machine51.

First, the player manually inserts a value note into the bill acceptor(at step 111). Practically, that value note takes the form a validbanknote, a voucher bearing value information in a transaction database(which is commonly known as a Ticket-In/Ticket-out technology for aperson skilled in the art), a coin, etc. The bill acceptor (acceptingmeans 23) verifies the validity of the value note (at step 112), andaccept the value note (step 113). It signals the reception of the valuenote to the BMI logic 59 (at step 114); the signals, in practice, beingsignalled for the gaming logic 29 and intercepted by the BMI logic 59.The BMI logic 59 identifies the signal (at step 115) and processes thesignal based on player data (at step 116). According to the currentexample, the signal process is followed with communicating a cash-intransaction from the player to the behaviour monitoring server 55 (atstep 117); the behaviour monitoring server 55 processing the signal (atstep 118), updating the player history (at step 119), and based on theplayer history presenting no problem, communicating an acceptance signalto the BMI logic 59 (at step 120). In response to that signal, the BMIlogic 59 relays the original signal of the bill acceptor 23 to thegaming logic 29 (at step 121), which accrues the credit registers use toplace wagers in the game (at step 122), updates other game monitoringregisters (at step 123) of the gaming logic 29, and updates the currentgame display (at step 124) to illustrate to the player that his/hervalue note has been accepted.

Referring to FIG. 8A, FIG. 8B and FIG. 8C, a cash-out process isdescribed. That cash-out process takes place whenever the playerinitiates a cash-out command to request the transfer of the valuescredited in the gaming machine 51 on another media, such as a voucher orplayer card, using the crediting means 25, for example a ticket printer.This process marks the end of the play session of the player on saidgaming machine 51.

Upon reception of a cash-out command, the gaming logic 29 initiates acash-out process (at step 142), which comprises updating the creditregisters and other registers (at step 143) and signalling a request tothe ticket printer to print a voucher bearing the value held by thecredit registers (at step 144). The BMI logic 59 intercepts the signal,evaluates it (at step 145) and initiates a cash-out process (at step146). The BMI logic 59 requests player identification verification tothe card reader 27 (at step 147). The latter verifies the card in thecard reader 27 (at step 148) and signals the player identification orthe absence of a player identification card to the BMI logic 59 (at step149). Upon reception, the BMI logic 59 evaluates the nature of thesignal intercepted (at step 150) and signals cash-out transaction dataand player data to the behaviour monitoring server 55 (at step 151)which updates the player history (at step 152). After signalling thebehaviour monitoring server 55, the BMI logic 59 relays the voucherprinting signal to the ticket printer 25 (at step 153), which prints thevoucher (at step 154) and acknowledges the command to be completed tothe BMI logic 59 (at step 155). The BMI logic 59 evaluates the receivedsignal (at step 156), and relays the ticket printer signal to the gaminglogic 29 (at step 157). The BMI logic 59 also signals a card ejectioncommand to the card reader 27 (at step 158) following confirmation ofthe cash out process being correctly performed. The card reader 27ejects the card (at step 159) and acknowledges the command (at step160). The BMI logic 59 commands its LCD screen to provide a GUIfeaturing information regarding the availability of his/her card (atstep 161), For its part, the gaming logic 29, according to its originalprogram, may invite the player to take his/her voucher (at step 162)according to the displayed message being or not configured in the gamingmachine software. Afterwards, the gaming logic 29 updates the state ofthe game displayed to the player, for example entering in an attractmode (at step 163). Whenever the player desires to end his/her session,the player takes the card and the voucher (at step 164).

Even though the behaviour mainly monitored by the system is thetransaction in which the player introduces “new” money into the systemto play, embodiments of the present invention also provide a systemadapted to monitor the gaming history of players, entries in thishistory being captured through the BMI logic 59. For example, the systemis adapted to monitor the amounts inserted in any gaming machine (asillustrated through FIGS. 7A and 7B) by an identified player (asillustrated through FIG. 6) and cashed out (as illustrated through FIGS.8A, 8B and 8C) by the identified player. Accordingly, the behaviourmonitoring server 55 is adapted to maintain databases of gaminghistories and behaviour setting databases associated with players. Thebehaviour monitoring server 55 is also adapted to maintain a remedydatabase. The nature of these remedies may vary from the initiation ofGUI to appear on the interface LCD screen, the initiation of otheractions according to available peripherals, to the interception of abill acceptor signal and signalling the bill acceptor to reject thebanknote if the banknote was not valid. Accordingly, in theseembodiments of the invention, the player may require the system tomonitor his gaming machine “surfing” behaviour, meaning the system mayapply a remedy (for example signalling to the player that the monitoredbehaviour has reached the limits set by the player) when the player haschanged machines a predetermined number of times in an hour for example.The behaviour may also be that the player has played a predeterminednumber of plays, or for a certain length of time, etc. The monitoredbehaviour may also be linked to his winning or losing patterns.

For the purpose of illustrating processes related to remedies, sequencediagrams of FIGS. 9 and 10 are provided. FIG. 9 illustrates the settingof behaviour monitoring configurations specific to a player. FIG. 10illustrates the detection of problematic gaming behaviour and theinitiation of a remedy process.

Referring to FIG. 9A and FIG. 9B, it is illustrated the initiation of aplay session in reference to behaviour settings. It begins with steps101 to 104 (not illustrated) similar to FIG. 6. After receiving the cardreading from the card reader, the BMI logic 59 initiates a playeridentification process (at step 181), which begins with thecommunication of a player identification request to the behaviourmonitoring server 55 (at step 182). The latter verifies in the databasesif the card is associated with a known player, valid behaviourmonitoring settings are registered in the database, etc. (at step 183).Following, a data validation process takes place (at step 184). This isperformed to identify when the player is unknown and the card is valid(e.g. a new player) or the setting are out-of-date (e.g. the settingbecomes ineffective if a player does not play for a period of one monthor more) as examples. When such a case is identified, the behaviourmonitoring server 55 requires setting to be received from the player (atstep 185). The BMI logic 59 processes the requests (at step 186) andgenerates the appropriate GUI to be displayed on the interface LCDscreen (at step 187), which invites the player to enter behavioursettings. Examples of settings include a budget, a maximum continuoustime to play, etc. The player provides his/her personal setting throughthe interface keypad (at step 188), which are automatically communicatedto the BMI logic 59 (at step 189). The latter communicates thesesettings to the behaviour monitoring server 55 (at step 190) and changesthe GUI to inform the player that a validation process is beingperformed (at step 191). The behaviour monitoring server 55 validatesthe provided settings, and updates the player's behaviour settings (atstep 192). When validated, the behaviour monitoring server 55acknowledges these settings to the BMI logic 59 (at step 193), whichreplaces the GUI on the LCD screen to invite the player to beginplaying.

Referring to FIG. 10, it is illustrated a problematic gaming behaviourbeing identified and a remedy process being performed. It begins in thepresent example with the player desiring to increase the amountsavailable to play in the gaming machine 51, thus the credit registersvalue. The player manually feeds a banknote into the bill acceptor (atstep 201). The bill acceptor signals that new monetary value transfer togaming logic 29, which signal is intercepted by the BMI logic 59 (atstep 202). In response to that signal, the BMI logic 59 initiates averification of the gaming behaviour of the player. In the illustratedprocess, the BMI logic 59 signals that monetary value transaction to thebehaviour monitoring server (at step 204). This latter analyzes storedbehaviour data in regard of the new signalled transaction (at step 205).It has to be noted that, in another embodiment, the BMI logic 59 couldperform the verification process autonomously. This alternativeembodiment requires behaviour settings and remedies to be transmitted tothe BMI logic 59 by the behaviour monitoring server 55 when the playeridentification process has been performed. If the behaviour monitoringserver 55 identifies a problematic gaming behaviour, it determines aremedy to perform (at step 206). These remedies, as set before, varyfrom the display of information to, as in the present example, therefusal of the banknote of the player. Once identified, the remedy iscommunicated to the BMI logic 59 (at step 207). The BMI logic processesthe remedy, therefore identifies the peripheral to be signalled and thenature of the signal (at step 208). In the present case, the remedyconsists a refusal of the transaction, therefore, the BMI logic signalsthe bill acceptor (that was in a waiting mode since it did not receivesignal acknowledgement) to reject the banknote (at step 209), generatesa remedy messages (at step 210) and signals the interface LCD screen todisplay the message (at step 212). This example is one in which a strongremedy is applied. Is has to be noted that depending on the result onthe behaviour analysis, some weaker remedies may be more suitable insome cases.

According to another embodiment of the invention (not shown), theservices performed by the gaming logic and the services performed by thebehaviour monitoring interface are integrated into a single logic. Forillustration purpose, a gaming machine featuring two micro-processors isused to illustrate that embodiment; these two micro-processors incombination with their respective storing means and program codesconstituting the single gaming machine logic. It has to be noted thatthe choice of featuring a bi-processor embodiment is for simplicitypurpose. Different controlling-means architectures could also beselected, e.g. a single processor architecture, with that architecturebeing able to perform the same processes as the present embodiment.

The first off the two micro-processors is dedicated to gaming services,namely, maintaining credits values, registering wager levels, generatingoutcomes, evaluating outcomes, paying prizes, etc. Accordingly, saidfirst micro-processor, in combination with suitable storing means andprogram codes constitutes the gaming logic of the gaming machine. It isresponsible to perform the gaming services.

The second of the two micro-processors performs a supporting function.That micro-processor, in combination with suitable storing means andprogram codes, performs other functions necessary for the gaming machineto work properly and securely. This is the supporting logic. Among thenumber of services performed by the supporting logic is the behaviourmonitoring service that “virtually” encapsulates the gaming logic. Thebehaviour monitoring service allows any communication between the gaminglogic and the gaming machine peripherals as long as no problematicgaming behaviour is detected. Each time the gaming logic communicateswith a peripheral, the behaviour monitoring service monitors the processperformed to identify if data regarding that process, e.g. monetarytransaction processes, may enter in the analysis of problematic gamingbehaviour. If the response is positive, the behaviour monitoring servicecommunicates that information to the behaviour monitoring server to beadded to the information associated with the player identified to becurrently playing on the gaming machine. When a remedy process has to beperformed, according to that remedy process, the behaviour monitoringservice simply communicates with one or more peripherals of the gamingmachine for them to perform the remedy process in priority over anyother process that could be requested by the gaming logic. The behaviourmonitoring service may even temporarily interrupt the communicationbetween the gaming logic and one or more peripherals. Therefore, thebehaviour monitoring service provides solutions to control problematicgaming behaviours without having to be embodied in two physicallydistinct logics as illustrated on FIG. 5.

Electronic Tables and Cashless Gaming Machines

According to another embodiment of the invention, problematic gamingbehaviour is available to be monitored when players are playing at acashless gaming machine, a multi-players live game such as poker gamesor when the game is played on an electronic table. Examples of suchtables are provided by Shuffle Master and Pokertek (US Publication2006/0068864A1 and US Publication 2006/0058088A1 to give examples). Whenproblematic gaming behaviour is detected in these embodiments, remediesare performed according to these specific embodiments.

In one of these embodiments, players are provided with electronicplaying stations to participate in these multi-players games. Theseelectronic player terminals allow them to maintain a number of creditsto be used in the game, to place wagers, to place side wagers, and toreceive prizes when they win. According to embodiments, the gamingelements used to generate outcomes may be physical (cards) or virtual(e.g. images of cards on station displays and sometimes a commondisplay). According to the present embodiment, each of these playerstations is equipped with a behaviour monitoring interface asillustrates on FIG. 11. The BMI logic 59 is in communication with thegaming logic 29 of the player station 230 instead of the one of a gamingdevice. The BMI logic 59 is in communication with a behaviour monitoringserver 55. The gaming logic 29 of the player stations 230 areinterconnected through a table logic 235 managing the whole play of thegame, monitoring the different wagers, the stations 230 that participatein the play and the ones that do not participate, the prizedistribution, etc. The table logic 235 is connected to an auditingserver 240 in the gaming facility to report all gaming activities.Accordingly, a structure allowing a behaviour monitoring process similarto the one on the gaming machines is provided.

In some embodiments, the player stations are equipped with billacceptors (the accepting means 23). When it is the case, the BMI logic59 is placed between the peripheral and the gaming logic 29.

In another embodiment, when the stations are not equipped with a billacceptor or with cashless gaming machines not providing coin or billacceptors, players are obliged to request a casino attendant to performa media transfer transaction, namely to transfer monetary values intowagerable values (such as electronic funds or chips). According to thisembodiment, the attendant reads the player's card at a point of serviceusing a transaction device 244 or, if the attendant is equipped with awireless transaction device 246, anywhere in the gaming facility such asat the current location of the player, still installed at his/herstation 230. In order to perform these transactions, the devices 244 and246 are in communication with a transaction server 242 also accessibleby the table logic 235 and the behaviour monitoring server 55. The tablelogic 235 allows validating the placement of wagers in the game usingthe electronic account. The behaviour monitoring server 55, for itspart, monitors all transactions performed and performs behaviourmonitoring services in relation with the player associated with theelectronic account.

Practically, the transactions are involving either the use of anidentification device, such as a smart card, that can be identified bythe devices 244 and 246. It has to be noted that this embodiment is notthe only solutions available, and a person skilled in the art wouldrecognize other suitable solutions that involves fund at the same timetransfer capability and player identification capability.

The behaviour monitoring server 55, monitoring transactions andperforming behaviour monitoring services, is capable of detectingproblematic gaming behaviours. When occurring, it may request theattendant servicing the player to provide specific information to theplayer, may request the attendant to refuse the transaction, or anotherremedy may take place. When the player enters his/her card in a playerstation, a remedy process may also be initiated.

In another embodiment, chips or tokens may be used to wager in thesemulti-player games. When it is the case, one of many available tokenmonitoring techniques may be used to follow the trace of the tokens inand out of control of the players. In this case also, systems andmethods are available to follow the transactions performed by theplayers, and particularly monitoring when the player “purchase” tokensand “sell” tokens. The servicing-attendant device or the self-servicedevice providing the tokens to the player may be adapted to initiate aremedy process when a problematic gaming behaviour is detected.

In relation of the above embodiments, solutions in the same field as theones described in relation with gaming machines are available to performplayer identification. Further solutions differing from the card readingsolution that is mostly applied throughout the specification areavailable. It includes the use of identification techniques, such asRFID-based techniques, camera combined with recognition programs,biometric identification techniques (US Publication 2008/0113785A1, USPublication 2008/0113786A1 and US Publication 2008/0113787A1). Dependingon the alternative, the identifying means may be connected directly tothe behaviour monitoring server instead of the “local” logic.Nevertheless, these solutions allow associating identified player withtransactions, and therefore to perform the present behaviour monitoringprocesses and services.

In reference to their locations, identifying means may be composed ofperipherals disposed in the gaming machines or in the vicinity of agaming machine and associated with a single gaming machine. They mayalso be more “environmental” components not specifically associated withgaming machines, but being able to generate a player/gaming-machinecombination based on player identification reading.

Accordingly, the physical embodiments that may be used to performsimilar functions are numerous and the herein methods of performbehaviour monitoring services should not be limited to one or another ofthese physical embodiments herein described when one embodiment performssubstantially the same function as another embodiment.

Turning to FIG. 12 which illustrates a method 1200 for performing gamingbehaviour monitoring of one or more players and for applying remedies ona network of system components at least comprising a server and two ormore player-operable system components including two or more gamingmachines, the method 1200 comprising the steps of: identifying one saidplayers using one of said player-operable system components (step 1202);identifying monetary transactions performed by said identified player onsaid player-operable system component, each of said monetarytransactions consisting in transferring monetary value from outside saidplayer-operable system components into said player-operable systemcomponents, wherein said transferred monetary value is in a formatallowable to be used to place a wager in a wagering game to be played onone of said gaming machines (step 1204); and communicating playeridentification data and transaction data to a server (step 1206);receiving remedy data from said server when a gaming behaviour out ofacceptable behaviour settings is identified by said server (step 1208);and applying a remedy through at least one of peripherals available onsaid player-operable system components used by said identified player(step 1210).

Turning to FIG. 13 which illustrates a method 1300 for performing gamingbehaviour monitoring of one of more players and for applying remedies ona network comprising a server and two or more player-operable systemcomponents comprising at least two or more gaming machines, the method1300 comprising the steps of: receiving player identifications ofplayers using one of said player-operable system components (step 1302);receiving monetary transaction data from said player-operable systemcomponents used by said player, said monetary transaction data referringto monetary transactions performed by one or more of said identifiedplayers on said one or more player-operable system components, saidmonetary transactions being a transfer of monetary value from outsidesaid gaming machines a format allowable to be used to place a wager in awagering game to be played on one of said at least two gaming machines(step 1304); evaluating transaction data associated with each of saididentified players against acceptable gaming behaviour settings, therebyestablishing if unacceptable gaming behaviour is performed by saididentified player (step 1306); when unacceptable gaming behaviour isestablished in association with one identified player, determining aremedy to communicate to said identified player (step 1308); andcommunicating said remedy to said player-operable system component usedby said identified player for said remedy to be communicated to saididentified player on said player-operable system component (step 1310).

In conclusion, those skilled in the art may be able to recognize otherembodiments and/or methods to provide the functionalities hereinabovedescribed. It will be noted that the described embodiments illustratedifferent characteristics the invention may present. Those skilled inthe art will recognize that, even if the instant embodiments describethese characteristics as part of different devices, one coulddifferently use or combine some of the characteristics without departingfrom the scope of the invention as intended to be set. Furthermore,non-described embodiments may also present other characteristics and/orvariations, with such characteristics falling within the scope of theinvention, as set forth in the appended claims.

Thus, it is the intent through the instant document to efficiently teachthe invention through embodiments, while defining the scope of theinvention solely through the appended claims.

1. A behaviour monitoring network system at least comprising a pluralityof system components, comprising: a server comprising: storing means forstoring a plurality of databases and data, comprising: playeridentification database used for storing data used in identifying aplurality of players; transaction database used for storing dataregarding monetary transactions performed by said plurality of players;behaviour settings used for evaluating of gaming behaviours; and remedydata used for determining a remedy; controlling means for controllingserver processes performed on said server, said server processescomprising: player identifying program for identifying players using oneof said system component according to said player identificationdatabase; transaction monitoring program for monitoring monetarytransactions performed by said players on said system component andstoring transaction information in said transaction database; behaviourevaluation program for evaluating gaming behaviour of said identifiedplayers against behaviour settings based on monitored transactionsstored in said transaction database; and remedy determination programfor determining and communicating a remedy to apply from said remedydata when said behaviour evaluation program evaluates that gamingbehaviour of said identified player is outside acceptable behavioursettings; identifying means communicatively linked to said server, saididentifying means being for identifying one of said players using atleast one of said system components and for communicating player andsystem-component identification data to said server; accepting meanscommunicatively linked to said server for accepting monetary values fromsaid identified player and transferring said monetary value from outsidesaid accepting means into a format usable to place wagers in a wageringgame, and for communicating transaction data regarding said monetaryvalue transfer to said server; two or more gaming machinescommunicatively linked to said server, each of said gaming machinescomprising: controlling means for controlling gaming-machine processesperformed on said gaming machine, said gaming-machine processes at leastcomprising: gaming program for providing to said player, in exchange ofa wager, a play of a wagering game and either or not a prize based on anoutcome resulting from said play of said wagering game; one of moreadditional gaming peripherals involved in said process of providing saidgaming program, wherein a remedy application program controlled by acontrolling means of one of said system components controls a remedyapplication process performed by a remedy peripheral on said systemcomponent when said system component receives a remedy signal from saidserver, said remedy being communicated to said identified player throughsaid remedy peripheral.
 2. The behaviour monitoring network system ofclaim 1, wherein at least one of said accepting means and saididentifying means are located inside said gaming machine.
 3. Thebehaviour monitoring network system of claim 1, wherein said behavioursettings are stored in a behaviour setting database.
 4. The behaviourmonitoring network system of claim 3, wherein at least one of saidsystem components further comprises: displaying means for displayinginformation; and inputting means for receiving player inputs, whereincontrolling means of said system component is for controlling a processperformed on said system component, said process being a behavioursetting program for displaying a Graphic User Interface on saiddisplaying means requesting said player to input behaviour settings, forreceiving said player's inputs, and for communicating said behavioursettings to said server, and wherein said controlling means of saidserver is further for controlling a further process of storing saidbehaviour settings in said behaviour setting database.
 5. The behaviourmonitoring network system of claim 1, wherein said remedy data arestored in a remedy database.
 6. The behaviour monitoring network systemof claim 5, wherein at least one of said system components furthercomprises: displaying means for displaying information; and inputtingmeans for receiving player inputs, wherein controlling means of saidsystem component is for controlling a process performed on said systemcomponent, said process being a remedy setting program for displaying aGraphic User Interface on said displaying means requesting said playerto input remedy settings, for receiving said player's inputs, and forcommunicating said remedy settings to said server, and wherein saidcontrolling means of said server is further for controlling a furtherprocess of storing said remedy settings in said remedy database.
 7. Thebehaviour monitoring network system of claim 1, wherein said controllingmeans of said server is further for processing a setting initiationservice for identifying when at least one of behaviour settings andremedy settings are required in associated with an identified player andfor requesting the initiation of a process on said system component usedby said identified player through which at least one of said behavioursettings and remedy data will be required to be provided by saididentified player.
 8. The behaviour monitoring network system of claim1, wherein said monetary transaction results in a change between a firstsupporting media and a second supporting media of said monetary value.9. The behaviour monitoring network of claim 8, wherein said firstsecond supporting media is one of i) a banknote, ii) a gift certificate,and iii) chips or tokens, and said second supporting media is saidstoring means of said gaming machine.
 10. The behaviour monitoringnetwork of claim 1, wherein said accepting means and said identifyingmeans are embodied within a behaviour monitoring module, one of saidmodule being associated with each one of said gaming machines.
 11. Thebehaviour monitoring network of claim 10, wherein said behaviourmonitoring module takes control of one of said gaming peripherals whensaid remedy application process is performed.
 12. The behaviourmonitoring network of claim 1, further comprising: crediting means forcrediting said players with monetary values and transferring saidmonetary values from inside one of said gaming machines to outside saidgaming machines wherein said monetary value becomes unavailable to placea wager in a wagering game on said gaming machine, wherein said dataregarding monetary values processed by said crediting means iscommunicated to said server wherein said data is processes as one saidtransaction.
 13. A behaviour monitoring system comprising at least aplurality of system components, comprising: two or more gaming machinescommunicatively linked to said server, each of said gaming machinescomprising: controlling means for controlling gaming-machine processesperformed on said gaming machine, said gaming-machine processes at leastcomprising: gaming program for providing to said player, in exchange ofa wager, a play of a wagering game and either or not a prize based on anoutcome resulting from said play of said wagering game; one of moreadditional gaming peripherals involved in said process of providing saidgaming program, and a transaction module comprising: identifying meansfor identifying one of said players when using at least one of saidsystem components, said identifying means being adapted for retrievingplayer identification and behaviour-related data from one updatableplayer-data storing means when said player-data storing means is read bysaid identifying means and for updating behaviour-related data on saidplayer-data storing means; accepting means for accepting monetary valuesfrom said identified player and transferring said monetary value fromoutside said accepting means into a format allowing to place wagers in awagering game, controlling means for controlling processes comprising:transaction monitoring program for monitoring transactions consisting insaid monetary value transfer and for updating said behaviour-relateddata on said player-data storing means; behaviour evaluation program forevaluating gaming behaviour data of said identified player againstbehaviour settings based on monitored transactions and retrievedtransaction data against behaviour settings retrieved from saidplayer-data storing means; and remedy determination program fordetermining and communicating a remedy to apply according to remedy dataretrieved from said player-controlled device when said behaviourevaluation program evaluates that gaming behaviour of said identifiedplayer is outside acceptable behaviour settings; and remedy applicationprogram for applying a remedy process performed by a remedy peripheralon a system component through which said identified player iscommunicated said remedy.
 14. A method for performing gaming behaviourmonitoring of one or more players and for applying remedies on a networkof system components at least comprising a server and two or moreplayer-operable system components including two or more gaming machines,the method comprising the steps of: identifying one said players usingone of said player-operable system components; identifying monetarytransactions performed by said identified player on said player-operablesystem component, each of said monetary transactions consisting intransferring monetary value from outside said player-operable systemcomponents into said player-operable system components, wherein saidtransferred monetary value is in a format allowable to be used to placea wager in a wagering game to be played on one of said gaming machines;and communicating player identification data and transaction data to aserver; receiving remedy data from said server when a gaming behaviourout of acceptable behaviour settings is identified by said server; andapplying a remedy through at least one of peripherals available on saidplayer-operable system components used by said identified player. 15.The method of claim 14, further comprising: providing a Graphic UserInterface to said identified player requesting setting data from saidplayer, said setting data being at least one of a) behaviour settingsand b) remedy settings; receiving inputs from said player correspondingto said setting data; and communicating said setting data to saidserver.
 16. The method of claim 14, wherein said step of applying aremedy comprises preventing completion of said monetary transaction onsaid player-operable system component.
 17. The method of claim 14,wherein said step of applying a remedy comprises: taking control of atleast one peripheral of said player-operable system component; andcommunicating said remedy to said player using said peripheral of saidplayer-operable system component.
 18. The method of claim 14, whereinsaid monetary transactions further comprises processes through whichmonetary values are transferred from inside said gaming machine tooutside side gaming machine wherein said monetary value becomesunavailable to place a wager in a wagering game on said gaming machine.19. A method for performing gaming behaviour monitoring of one of moreplayers and for applying remedies on a network comprising a server andtwo or more player-operable system components comprising at least two ormore gaming machines, the method comprising the steps of: receivingplayer identifications of players using one of said player-operablesystem components; receiving monetary transaction data from saidplayer-operable system components used by said player, said monetarytransaction data referring to monetary transactions performed by one ormore of said identified players on said one or more player-operablesystem components, said monetary transactions being a transfer ofmonetary value from outside said gaming machines a format allowable tobe used to place a wager in a wagering game to be played on one of saidat least two gaming machines; evaluating transaction data associatedwith each of said identified players against acceptable gaming behavioursettings, thereby establishing if unacceptable gaming behaviour isperformed by said identified player; when unacceptable gaming behaviouris established in association with one identified player, determining aremedy to communicate to said identified player; and communicating saidremedy to said player-operable system component used by said identifiedplayer for said remedy to be communicated to said identified player onsaid player-operable system component.
 20. The method of claim 19,further comprising: evaluating if unusable setting data is associatedwith a received one of said player identifications; when unusablesetting data is identified, communicating to said player-operable systemcomponent used by said identified player to initiate a data settinginput process; receiving setting data from said player-operable systemcomponent identifying setting provided by said player regarding at leastone of a-1) acceptable gaming behaviour setting and b-1) remedy setting;storing said setting data for said setting data to be used for at leastone of a-2) the evaluation of unacceptable gaming behaviour and b-2) thedetermination of a remedy.